Spriter/C2 update 11/2 bug fix for performance mode

Discussion and feedback on Construct 2

Post » Sat Feb 15, 2014 7:33 am

[QUOTE=Mr E Bear] My jaw hit the desk when I saw variable animation blending - bravo BrashMonkey![/QUOTE]

Same here, that and the feature mentioned in the vid at 12:12 are what keep making me drool lol. Great Job on Spriter, it really does make C2 just that much better. Thanks

I do have one question though, will there be a wiki/print tutorials for spriter in the future?MelVin2014-02-15 07:36:07
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Post » Mon Feb 17, 2014 4:01 pm

hi lucid!
http://www.scirra.com/forum/trigger-once-and-instances_topic86899.html
is there a way to play scml animations for each instance without using the build in platform animation triggers?as you can read in my above post anything else than "trigger once" loops the animation to its first key frame and if i use it it only picks one instance.
please help
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Post » Mon Feb 17, 2014 9:37 pm

Motion blending + analogue input = I'm in heaven!
Moderator
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Post » Tue Feb 25, 2014 5:11 pm

That looks great @lucid . I was wondering if there was going to be any way to lock a frame rate to the Spriter animations. If I remember correctly, the speed will depend on the strength of the computer running the game. I just really think there are huge possibilities for using Spriter for cut scenes and conversations between characters, but it would be too hard to line up the lip sync with the audio file without knowing the frame rate.

Not sure if that's a priority or not. Spriter looks pretty amazing already.

Thanks.
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Post » Tue Feb 25, 2014 6:52 pm

This latest video made me purchase the Spriter. These features are definitely something I'll want to support.

PS: Is there any convenient way to make character not swap items on it's hands when facing/moving left? I know that at the moment this is done with simple mirroring the right facing animations and it looks somewhat kooky.
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Post » Tue Feb 25, 2014 7:34 pm

im sorry for my ignorance but spriter plugin works with cocoon?
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Post » Wed Feb 26, 2014 1:25 pm

why when using "pixel rounding on" my spriter animations during runtime, freak out and act weird?
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Post » Wed Feb 26, 2014 1:32 pm

Roccinio wrote:why when using "pixel rounding on" my spriter animations during runtime, freak out and act weird?


Because the Spriter animations use sub-pixel movement and scaling. Pixel rounding forces things to exact pixels so the two are competing for where to place your objects.
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Post » Wed Feb 26, 2014 4:48 pm

@C-7
thank you for your explanation.
but if don't use it then sometimes a small line appears between my tilemaps during run-time.
so on fixes tilemaps and kills spriter animations and off works the otherway around.
any suggestions on how to solve this?
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Post » Wed Feb 26, 2014 5:37 pm

@joelbelo
yes it does
and crosswalk as well
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